Live data from Hacker News

John Carmack joins Oculus as CTO

oculusvr.com

151–160 of 210 posts

Re: John Carmack joins Oculus as CTO

#151

So, let me say this much: Fuck. Yes. Quake 3 had stereoscopic rendering in the source back before anybody really cared, and Carmack has had long involvement both in consumer 3D graphics as well as vendor relations. Long-short is that if you look at the code the dude has shipped, he really cares about things being both technically correct and worth hacking on. This is a really good move, and if they end up picking Mik…

[deleted]

Re: John Carmack joins Oculus as CTO

#152

Earlier quoted context omitted.

You need to use military grade GPS. It's much more accurate.

Even so, the latency on the compass and GPS is far too high for tracking convincingly.

Indeed. Military applications that require the type of precision in orientation measurements and derivatives that are being discussed here use high-rate precision Inertial Navigation Systems. INS measurements are made in a coordinate system fixed to the platform. All geometry calculations happen in this coordinate system. GPS and other sensors are used to translate positions in the platform coordinate system back to a "real world" system like lat-lon or ECEF.

This is actually a problem I have been thinking about a fair bit for the Rift. I'm not sure what the best way is to solve it in this package size. I'm thinking a first pass will need some sort of off-board reference.

Re: John Carmack joins Oculus as CTO

#153

John Carmack believes in the tech, and I believe in John Carmack, so I will be getting one. He has basically been with them since the beginning in some capacity, here is a video of him demoing a unit at E3 2012: https://www.youtube.com/watch?v=kw-DlWwlXHo You can see that one is still a very early prototype held together with duct tape. It's not specifically stated, but it sounds like he will be leaving id for this.…

I've had the chance to try an oculus dev kit at work and it is VERY impressive. It's so immersive that the only problem I can see with it are with people who suffer from motion sickness. I can also see pixels if I pay attention but that should be fixed in the 1080p version.

If you don't want to do any dev on it, I recommend you wait until there is a killer app that comes out to get one (so far there's half life 2, portal, etc.). By that time, the 1080p version will probably be out.

I plan to do some dev so I will be ordering one for personal use soon. It's some really awesome tech.

Re: John Carmack joins Oculus as CTO

#154
post #108
post #99

Earlier quoted context omitted.

> It would use a lot of processing power to examine the camera input and attempt to extrapolate positioning for overlayed elements. What camera input? Why go all in such a roundabout way, processing the image to determine the location? What he proposes just needs the GPS/compass (if Google Glass has one, else it's trivial to add one). You get relevant wikipedia articles for your location (including the direction you'…

Nope. GPS isn't anywhere near accurate enough for that- believe me, I've tried. It's usually accurate to a few meters, which is fine for an overhead map, but would be horribly jarring when used for AR.

>GPS isn't anywhere near accurate enough for that

For what? I remind you that we're talking about a Wikipedia filter. Wikipedia entries are so coarse grained with respect to position that you don't even need GPS-level accuracy. (Not to mention it can correct itself with the help of the built-in maps, e.g assume you walk in the sidewalk and not 4 meters across inside the buildings etc).

"That place is the Brooklyn Bridge, that thing down the road is the Katz delicatessen, further down is CBGB, stuff like that".

Where's the need for "more than a few meters accuracy"? If it can show me info of the nearby stuff (5-10-20 meters away) on my Glasses, it's perfectly good.

It doesn't have to super-impose it when I look at the specific building (that would be stupid anyway, cause it would necessitate me to keep looking straight at the building to see the info).

Re: John Carmack joins Oculus as CTO

#155
post #150

Saddens me to suggest that Carmack has finally 'jumped the shark'. Childhood hero of mine and all, but id hasn't been doing much lately. He's cutting back on funding Armadillo. Maybe he plans on retiring and taking it easy pretty soon? He's had to have an exhausting last 20 years. No matter how cool this Oculus product is, VR headsets are just not going to catch on.

> "VR headsets are just not going to catch on." There are a lot of very smart people who seem to disagree with you.

They're bulky, heavy, hold heat, and you look like a dork wearing them. Maybe some sort of light plastic glasses like you wear for a 3D movie, if the technology was there to put an HD image in the lenses. But nothing in it's current state.

Re: John Carmack joins Oculus as CTO

#156
post #151

So, let me say this much: Fuck. Yes. Quake 3 had stereoscopic rendering in the source back before anybody really cared, and Carmack has had long involvement both in consumer 3D graphics as well as vendor relations. Long-short is that if you look at the code the dude has shipped, he really cares about things being both technically correct and worth hacking on. This is a really good move, and if they end up picking Mik…

[deleted]

[deleted]

Re: John Carmack joins Oculus as CTO

#157
post #150

Earlier quoted context omitted.

> "VR headsets are just not going to catch on." There are a lot of very smart people who seem to disagree with you.

They're bulky, heavy, hold heat, and you look like a dork wearing them. Maybe some sort of light plastic glasses like you wear for a 3D movie, if the technology was there to put an HD image in the lenses. But nothing in it's current state.

Technology tends to get miniaturized over time.

Re: John Carmack joins Oculus as CTO

#158

I've played with an Oculus VR, and I think they're amazing. But I'm not convinced that they're ready for the mass market yet. Not because of any failing on their part, but because I think that they need games, and controllers, specifically designed to work with VR. You can't use mouse/keyboard well if you can't see the mouse/keyboard. UIs that float at the bottom of the screen feel very odd when you move your head ar…

> UIs that float at the bottom of the screen feel very odd when you move your head around and they stay at the bottom of your vision. I haven't used an Oculus, but just thinking about it I suspect the solution is going to be to locate HUD elements in world space locked to the player's position.

That's what I've done to date in First Law and it works well - as I continue to need more traditional configuration/UI stuff I am finding it a bit of a struggle though. Like right now I'm trying to create a controller/flight stick configuration screen and the number of choices continue to expand. Lots of work to figure out what works well for complicated UI structures.

Re: John Carmack joins Oculus as CTO

#159

This news gives me the shivers. (I recently read "masters of doom" after a HN recommendation, so a couple of months ago I'd have been like "what? who?".)

I would say Masters of Doom is one of the best startup related books anywhere. A team of incredibly passionate people that just wanted to make awesome shit and focused on that. Very inspiring.

Re: John Carmack joins Oculus as CTO

#160
Hoping Oculus and EMOTIV Insight (http://www.ted.com/talks/tan_le_a_headset_that_reads_your_br...) consider a joint project connecting their 2 ground breakers.

That space puppy would make the technology of written language the equivalent of banging rocks together. The possibilities of creation & control without the limitations of writing, typing, and even learning means we could create, build, view, and modify ideas with just thoughts... so rad it's scary.

Post reply on HN